;
;   CIVILIZATION GAME DATA
;   Copyright (c) 1995 by MicroProse Software
;
;   This file can be altered at your own risk to change
;   the rules of the game.  Keep in mind that altering the
;   contents of this file may cause your game to malfunction,
;   particularly if you use values outside the specified
;   ranges.
;

;
;   Cosmic Principles
;
;   The following numbers control various key rules
;   of the game.  GREAT discretion is advised if you
;   opt to change these.  Values too far out of the
;   expected range can cause the game to behave strangely.
;
@COSMIC
3       ; Road movement multiplier
2       ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
3       ; # of food each citizen eats per turn
15      ; # of rows in food box (rows * city_size+1 = box)
10      ; # of rows in shield box
2       ; Settlers eat (govt <= Monarchy)
2       ; Settlers eat (govt >= Communism)
7       ; City size for first unhappiness at Chieftain level
17      ; Riot factor based on # cities (higher factor lessens the effect)
6       ; Aqueduct needed to exceed this size
10      ; Sewer System needed to exceed this size
10      ; Tech paradigm (higher # slows research)
20      ; Base time for engineers to transform terrain (x2)
3       ; Monarchy  pays support for all units past this
3       ; Communism pays support for all units past this
5       ; Fundamentalism pays support for all units past this
8       ; Communism is equivalent of this palace distance.
50      ; Fundamentalism loses this % of science
50      ; Percent shield penalty for production type change
5       ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
5       ; Max effective science rate in fundamentalism (x10, so 5 = 50%)

;
;   Civilization Advances
;
;   Ai Value, Civilized Modifier, Preq1, Preq2, Epoch, Category
;
;     Ai Value = Basic value at which computer players
;                view this advance (used in determining
;                which discovery to pursue, which to
;                acquire during exchanges, and value of
;                gift during diplomacy).
;     Modifier = Modifier to value based on the "civilized"
;                aspect of a leader's personality.  Positive
;                values increase value for civilized leaders,
;                decrease it for militaristic.  Negative
;                values vice versa.
;     preq1, preq2 = Prerequisites
;
;     Epoch = historical period
;             0 = Ancient
;             1 = Renaissance
;             2 = Industrial Revolution
;             3 = Modern
;
;     Category = Knowledge category
;             0 = Military
;             1 = Economic
;             2 = Social
;             3 = Academic
;             4 = Applied
;
@CIVILIZE
Alchemy,            0, 0,  San, Chi, 0, 3    ; AFl	*
Runic Alphabet,     4, 1,  Tac, nil, 0, 3    ; Alp	*
Writing,            6, 2,  Alp, nil, 0, 3    ; Amp	*
Astronomy,          4, 1,  Mat, nil, 0, 3    ; Ast	*
Horse Collar,       4, 1,  Cor, Cur, 0, 4    ; Ato	*
Algonkin City Style,0, 0,   no,  no, 0, 4    ; Aut	*!
Stirrup,            5,-1,  Ato, nil, 0, 1    ; Ban	*
Bridge Building,    4, 0,  Mas, nil, 0, 4    ; Bri	*
Heavy Plow,         6, 1,  Ato, nil, 0, 4    ; Bro	*
Administration,     5, 1,  Alp, nil, 0, 2    ; Cer	*!
Crop Rotation,      5, 1,  Bro, nil, 0, 3    ; Che	*
Carolingian Renaissance,6, 0,  Hor, MT, 0, 2    ; Chi	*
The Thing,          4, 1,   X7, nil, 0, 2    ; CoL	*!
Horse Armour,       6,-1,  Ban, Too, 0, 0    ; CA	*
Mangonel,           5,-1,  Mat, Iro, 0, 4    ; Cmb	*
The Empire,         7, 0,  Mon,  U3, 0, 2    ; Cmn	*!!!
Framed Sattle,      7, 1,   CA, Mag, 0, 4    ; Cmp	*
NOTHING,            0, 0,   no,  no, 0, 0    ; Csc
Mil. Architectur,   6,-2,  Bri, Feu, 0, 4    ; Cst	* Festung
Domestication,      4, 0,  Tac, nil, 0, 1    ; Cor	*
Barter Economy,     4, 1,  Tac, nil, 0, 1    ; Cur	*
Democracy,          0, 0,  no,  no,  0, 0    ; Dem
Coinage,            4, 1,  Tra, Iro, 0, 1    ; Eco	*
Water Power,        4, 0,  Bri, nil, 0, 4    ; E1	*
Algonkin City Style,0, 0,   no,  no, 0, 4    ; E2	*!
Barbarians,         0, 0,   no,  no, 0, 0    ; Eng	*!
Medicine,           4, 1,  Med, Amp, 0, 2    ; Env	*hospital
Maritime Engineering,4, 1, Lit,  E1, 0, 0    ; Esp	*
Explosives,         0, 0,  no,  no,  0, 0    ; Exp
Feudalism,          4,-1,  Cer, Wri, 0, 0    ; Feu	*
Norwegian Warriors, 0,-1,   no,  no, 0, 0    ; Fli	*!
Chiefdoms,          0, 0,   no,  no, 0, 2    ; Fun	*! ???
Berserk,	    0,-2,   no,  no, 0, 0    ; FP	*!
Ulfheonar,          0,-2,   no,  no, 0, 0    ; Gen	*!
Guerrilla Warfare,  0, 0,   no,  no, 0, 0    ; Gue
Gunpowder,          0, 0,   no,  no, 0, 0    ; Gun
Art,                4, 2,  Wri, nil, 0, 0    ; Hor	*
Anglo-Saxon City,   0, 0,   no,  no, 0, 4    ; Ind	*!
Invention,          0, 0,   no,  no, 0, 0    ; Inv
Iron Working,       6,-1,  Tra, nil, 0, 4    ; Iro	*
Danish Warriors,    0, 0,   no, no,  0, 0    ; Lab	*!
Danish Noblemen,    0, 0,   no, no,  0, 0    ; Las	*!
Lothariangian Knights,0, 0, no, no,  0, 0    ; Ldr	*!
Architectur,        5, 2,  Cst, Mon, 0, 3    ; Lit	*
Chainmail,          4,-2,  Iro, nil, 0, 4    ; Too	*
Mail Hauberk,       5,-1,  Too, Cmb, 0, 3    ; Mag	*
Map Making,         4,-1,  Sea, nil, 0, 1    ; Map	*
Masonry,            4, 1,  Mat, nil, 0, 4    ; Mas	*
Mass Production,    0, 0,  no,  no,  0, 0    ; MP
Mathematics,        4, 1,  Amp, Cer, 0, 3    ; Mat	*
Ancient Teachings,  4, 0,  Tra, Mys, 0, 1    ; Med	*
German Armies,      0, 0,   no,  no, 0, 0    ; Met	*!
Italian Gastald,    0, 0,   no,  no, 0, 0    ; Min	*!
Mobile Warfare,     0, 0,   no,  no, 0, 0    ; Mob
Monarchy,           7, 0,  Feu, nil, 0, 2    ; Mon	*
Christianity,       5, 2,  Phy, nil, 0, 2    ; MT	*!
Mysticism,          4, 1,   MT, nil, 0, 2    ; Mys	*
Clinker-Built Ships,5,-1,  Map, Iro, 0, 1    ; Nav	*
NO NORMANS,         0, 0,   no,  no, 0, 0    ; NF	*!
Navigation,         6, 0,  Nav, nil, 0, 3    ; NP	*
Philosophy,         0, 0,   no,  no, 0, 0    ; Phi
Europa,             0, 0,   no,  no, 0, 0    ; Phy	* Tech that allows all others
Plastics,           0, 0,   no,  no, 0, 0    ; Pla
Norman Conquest,    7,-2,   X7, Cmp, 0, 0    ; Plu  (Cst & Pot)* !! 
French Kights,      0, 0,   no,  no, 0, 0    ; PT	*!
Fishing,            4, 1,  nil, nil, 0, 1    ; Pot	*
Marches,            5,-1,  Chi, Cst, 0, 4    ; Rad	* Markschaft
Railroad,           0, 0,  no,  no,  0, 0    ; RR
Romanesque,         6, 1,  Lit, Wri, 0, 2    ; Rec	*
French Defence,     0, 0,   no,  no, 0, 0    ; Ref	*!
Refrigeration,      0, 0,   no,  no, 0, 0    ; Rfg
The Republic,       0, 0,   no,  no, 0, 0    ; Rep
Spanish Cavalary,   0, 0,   no,  no, 0, 0    ; Rob	*!
Housecarl,          0, 0,   no,  no, 0, 0    ; Roc	*!
Sanitation,         4, 2,  Env,  E1, 0, 1    ; San	*
Sun Compass,        4, 0,  Ast, nil, 0, 1    ; Sea	*
Scholasticism,      4, 1,  Hor, Rec, 0, 3    ; SFl	*
Siege Warfare,      7,-2,   SE, Cmb, 0, 0    ; Sth	*
Heavy Weapons,      5,-2,  Cst, Mon, 0, 3    ; SE	*
None Viking Buildings,0, 0, no,  no,  0, 0    ; Stl	*!
Frankish Armies,    0, 0,   no,  no, 0, 0    ; Sup	*!
European Knowledge, 0, 0,  Phy, nil, 0, 2    ; Tac	*!
Theology,           3, 2,  Mys, nil, 0, 2    ; The	*
Inuit Warriors,     0,-1,  no, no,  0, 3    ; ToG	*!
Trade,              4, 2,  Cur, Amp,  0, 1    ; Tra	*
Native Achievements,5, 1,  Whe, nil,  0, 3    ; Uni	*!
Algonkin Warriors,  0,-1,  no, no,  0, 0    ; War	*!
Native Costums,     4, 1,   X1, nil,  0, 4    ; Whe	*!
Monastic Order,     6, 1,  The, Mas,  0, 3    ; Wri	*
End of the Viking Age,1, 0, SFl, AFl, 1, 3    ; ...
Norwegian Tech,     0, 0,  no, no,  0, 2    ; U1	*
Danish Tech,        0, 0,  no, no,  0, 2    ; U2	*
Frank/German Tech,  0, 0,  no, no,  0, 2    ; U3	*
Native Knowledge,   0, 0,  no, no,  0, 2    ; X1	*
Anglo-Saxon Tech,   0, 0,  no, no,  0, 2    ; X2	*
German Tech,        0, 0,  no, no,  0, 2    ; X3	*
Frank Tech,         0, 0,  no, no,  0, 2    ; X4	*
Trade Center,       0, 0,  U3, Tac, 0, 2    ; X5	*
Merchants Home,     0, 0,  no, no,  0, 2    ; X6	*
Viking Tech,        0, 0,  U1,  U2, 0, 2    ; X7	*

;
; Above 11 tech slots (U1 to X8) allow you to define your own 
; civilization advances if desired.  Supply the name, the AI 
; value, and the prerequisites.
;
; Then use the "U1", "U2", etc. 
; identifier to incorporate it into the tech chain as a
; prerequisite for other techs, units, city improvements.
;

;
;  City Improvements
;
;   cost(x10), upkeep, preq
;
@IMPROVE
Nothing,                  1,  0,    nil,
Royal Court,              10, 0,    Feu,*
Warrior Camp,             10, 2,    Whe,*nur Algonkin!
Storage House,            8,  2,    Cer,*
Town Hall,	          5,  1,    Cer,*
MarketPlace,              8,  1,    Cur,*
Scriptorium,              8,  1,    The,*
Thing,                    9,  1,    CoL,* Nur Wikinger
City Walls,               20, 3,    Mas,*
Well,                     9,  1,    Bri,*
Gold Smithy,              12, 3,    Eco,*
Church,		          15, 2,    MT,* Zu Beginn nur Anglesaxon, Franken und Deutsche(Indianer nie)
Abbey,		          16, 4,    Rec,*
Town Treasury,            50, 0,    X6,	* Spezial fr Anglesaxon, Franken und Deutsche !!!!!!!!
Cathedral,                25, 5,    Lit,*
Weaponsmith,              20, 5,    Too,*
Manufacturing Plant,      32, 6,    no,
SDI,	                  45, 0,    no,
Recycling Center,         20, 2,    no,
Power Plant,              16, 4,    no,
Mill,		          24, 4,    E1,*
Nuclear Plant,            20, 3,    no,
Monastery,	          18, 4,    Wri,* Nur mit Christianity!
Sewer System,             18, 3,    San,*
Castle,                   15, 3,    Cst,*
Trade Centre,    	  15, 2,    X5,* Nur Franken und Deutsche
Research Lab,             16, 3,    no,
Merchants Home,           40, 0,    X6,* Spezial fr Anglesaxon, Franken und Deutsche !!!!!!!!
Dikes,                    10, 2,    Esp,*
Hospital,	          18, 4,    Env,*
Fishery Harbor,           6,  1,    Pot,*
Flag,                    15, 2,    X7,* Nur Wikinger
Oversea Colonisation,     20, 2,    X7,* Nur Wikinger
Town Gard,                8,  1,    Cmn,*
Shipbuilder Camp,         10, 3,    Nav,*
SS Structural,            8,  0,    no,
SS Component,             16, 0,    no,
SS Module,                32, 0,    no,
Tributary Incomes,        60, 0,    Chi,*
Pyramids,		  30, 0,     no,
Hanging Gardens,          30, 0,     no,
Carolingian Renaissance,  30, 0,    Hor,* to be built
Eirik Raudar's Discoveries,30, 0,    X7,* to be built
Great Library,            30, 0,     no,
Charlemagnes Reforms,     30, 0,    nil,* In Paris
Danevirke,                30, 0,     X7,* Haithabu
Military Reforms,         50, 0,    Cst,* to be built
Kaiser Pfalz zu Aachen,   30, 0,    Cer,* In Aachen
Marco Polo's Embassy,     20, 0,     no,
Michelangelo's Chapel,    40, 0,     no,
Nordic Sagas,             30, 0,     X7,* in Nidaros
Leif Eirikson's Voyage,   30, 0,     NP,* to be built
The Vatican,		  30, 0,     MT,* in Rom
Leonardo's Workshop,      40, 0,     no,
J. S. Bach's Cathedral,   40, 0,     no,
Mont St.-Michele,         40, 0,    Wri,* to be built oder Hesmontier?
Adam Smith's Trading Co., 40, 0,     no,
Holy Grail,               40, 0,    Rec,* to be built
Statue of Liberty,        40, 0,     no,
Althing,                  30, 0,     X7,* to be built
Fortress of Carcassone,   50, 0,    Mas,* to be built
Hoover Dam,               60, 0,     no,
Manhattan Project,        60, 0,     no,
United Nations,           60, 0,     no,
Apollo Program,           60, 0,     no,
SETI Program,             60, 0,     no,
Cure for Cancer,          60, 0,     no,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Pyramids
nil,        ; Hanging Gardens
SFl,        ; Carolingian Reforms (Collosus)	*
nil,        ; Eirik's Discoveries(Lighthouse)	*
nil,        ; Great Library
nil,        ; Charlemagnes Reforms (Oracle)	*
nil,        ; Danevirke (Great Wall)            *
nil,        ; Military Reforms (Szun Tzu)	*
nil,        ; Kaiserpfalz zu Aachen(Richards)	*
nil,        ; Marco Polo's Embassy
nil,        ; Michelangelo
nil,        ; Nordic Sagas (Copernicus)		*
nil,        ; Leif's Vinland Voyage(Magellan)	*
nil,        ; Vatican (Shakespeare)		*
nil,        ; Da Vinci's Workshop
nil,        ; Bach
nil,        ; Mont St.- Michele	(Newton)	*
nil,        ; Smith's Trading Co.
nil,        ; Holy Grail (Darwin)		*
nil,        ; Statue of Liberty
nil,        ; Althing (Eiffel Tower)       	*
nil,        ; Fortress of Carcassone (Women's Suffrage) *
nil,        ; Hoover Dam
nil,        ; Manhattan Project
nil,        ; United Nations
nil,        ; Apollo
nil,        ; SETI
nil,        ; Cure for Cancer


;
;    Unit Types
;
; until, domain,  move,rng,  att,def  hit,firepwr  cost,hold,  role, preq,  flags
;
; until       = Civ advance which renders unit obsolete
; Move        = Movement rate (spaces per turn)
; Range       = # of turns fuel carried (0 for non-air units)
;
; domain      = Movement domain of unit
:               0 = Ground
;               1 = Air
;               2 = Sea
;
; att         = Attack factor (chance to score hit attacking)
; def         = Defense factor (chance to score hit defending)
; hit         = Hit points (damage x10 which can be taken before elimination)
; firepwr     = # damage points caused per hit scored on enemy.
;
; cost        = Cost (# of shield rows, usually of 10 shields each)
; hold        = # of holds on ship (for carrying units)
;
; role        = AI role (Generally affects the way in
;               which computer players use the unit, but
;               roles >= 5 will actually affect abilities
;               of the unit)
;               0 = Attack
;               1 = Defend
;               2 = Naval Superiority
;               3 = Air Superiority
;               4 = Sea Transport
;               5 = Settle
;               6 = Diplomacy
;               7 = Trade
;
; preq        = Prerequisite advance
;
; "Flags" control special advantages & restrictions.  Not
; all of these flags "make sense" for all types of units
; (paradropping ships, for instance).  Nonsensical variations
; may produce bizarre effects (or worse).  You were warned.
;
;   000000000000001 = Two space visibility
;   000000000000010 = Ignore zones of control
;   000000000000100 = Can make amphibious assaults
;   000000000001000 = Submarine advantages/disadvantages
;   000000000010000 = Can attack air units (fighter)
;   000000000100000 = Ship must stay near land (trireme)
;   000000001000000 = Negates city walls (howitzer)
;   000000010000000 = Can carry air units (carrier)
;   000000100000000 = Can make paradrops
;   000001000000000 = Alpine (treats all squares as road)
;   000010000000000 = x2 on defense versus horse (pikemen)
;   000100000000000 = Free support for fundamentalism (fanatics)
;   001000000000000 = Destroyed after attacking (missiles)
;   010000000000000 = x2 on defense versus air (AEGIS)
;   100000000000000 = Unit can spot submarines
;
;
@UNITS
Serfs,           nil, 0,  1.,0,  0a,1d,  1h,1f,  5,0,  5, Tac, 000000000000000
Master Builder,  nil, 0,  2.,0,  0a,1d,  2h,1f,  6,0,  5, Lit, 000000000000000
Spearmen,        nil, 0,  1.,0,  6a,3d,  2h,1f,  4,0,  0,  X2, 000010000000000
Archers,         nil, 0,  1.,0,  3a,4d,  1h,2f,  4,0,  1,  X2, 000000001000100
Armed Peasant,   nil, 0,  1.,0,  5a,3d,  1h,2f,  3,0,  1,  X2, 000001000000010
Danish Warrior,  Plu, 0,  1.,0,  4a,2d,  1h,1f,  2,0,  1, Lab, 000000000000000
Housecarl,       nil, 0,  1.,0,  8a,4d,  2h,3f,  8,0,  0, Roc, 000010000000000
Polar Bear,      nil, 0,  1.,0,  3a,4d,  3h,2f, 50,0,  0, Eng, 000001000000010
Whale,           nil, 2,  3.,0,  0a,2d,  2h,1f, 50,0,  1, Eng, 000000000001000
Rendier,         nil, 0,  2.,0,  0a,2d,  1h,1f, 50,0,  1, Eng, 000000000000010
Danish Axemen,   Plu, 0,  1.,0,  6a,2d,  2h,2f,  5,0,  0, Lab, 000001000000000
Danish Nobleman, Plu, 0,  1.,0,  7a,2d,  2h,2f,  8,0,  0, Las, 000000000000000
Danish Spearmen, Plu, 0,  1.,0,  5a,3d,  2h,1f,  6,0,  1, Lab, 000010000000100
Viking Merchant, nil, 0,  1.,0,  0a,2d,  1h,1f,  6,0,  7, X7,  000001100000010
Norw. Spearmen,  nil, 0,  1.,0,  4a,3d,  2h,1f,  3,0,  1, Fli, 000000000000100
French Knight,   nil, 0,  2.,0, 12a,2d,  3h,1f,  9,0,  0,  PT, 000010000000000
Armorican Cavalary,Ref,  0,  2.,0,  8a,2d,  2h,2f,  7,0,  0, Sup, 000000000000000
Scola Cavalary,  Met, 0,  2.,0,  7a,3d,  2h,1f,  7,0,  0, Sup, 000000000000000
German Cavalary, nil, 0,  3.,0,  9a,3d,  2h,2f,  9,0,  0, Met, 000000000000010
Avar Horsemen,   nil, 0,  3.,0, 10a,2d,  2h,3f, 15,0,  0, Eng, 000010000000011
French Cavalary, nil, 0,  3.,0,  9a,2d,  2h,1f,  9,0,  0, Ref, 000010000000000
Gastald Cavalary,nil, 0,  3.,0, 10a,4d,  2h,3f, 10,0,  0, Min, 000000000000000
Timber,        	 nil, 0,  1.,0,  0a,1d,  1h,1f, 50,0,  1, Eng, 000000000000000
Siege Tower,     nil, 0,  1.,0, 12a,2d,  2h,2f, 12,0,  0, Sth, 000000000000000
Mangonel,        nil, 0,  1.,0,  7a,2d,  1h,3f,  8,0,  0, Cmb, 000000001000000
Balista,         nil, 0,  1.,0, 10a,1d,  1h,2f, 10,0,  0,  SE, 000000001000000
Ramm,            nil, 0,  1.,0,  9a,1d,  3h,1f,  8,0,  0, Mas, 000000000000000
Italian Levy,    nil, 0,  1.,0,  4a,3d,  1h,2f,  3,0,  1, Min, 000000000000000
German Infantery,nil, 0,  1.,0,  2a,4d,  2h,1f,  4,0,  1, Met, 000010000000000
Frankish Levy,   nil, 0,  1.,0,  3a,3d,  1h,2f,  3,0,  1, Sup, 000010000000000
French Local Inf.,nil, 0, 1.,0,  2a,5d,  2h,1f,  5,0,  1, Ref, 000000000000000
Mounted Infantery,nil, 0, 2.,0,  5a,5d,  2h,1f,  7,0,  1, Rob, 000000000000000
Knorr,         nil, 2,  5.,0,  1a,1d,  1h,1f,  4,3,  4, Map, 100000000100000
Longship,      nil, 2,  6.,0,  5a,3d,  1h,3f,  5,1,  2, Nav, 000000000100000
Drakkar,        NF, 2,  6.,0,  7a,4d,  2h,5f, 10,1,  2,  NP, 000000000100000
Chr. Longship,  X7, 2,  4.,0,  5a,4d,  2h,1f,  5,1,  2, Nav, 000000000100000
Inuit Hunter,  nil, 0,  1.,0,  7a,1d,  1h,1f,  4,0,  0, ToG, 000001000000001
Inuit Warrior, nil, 0,  1.,0,  5a,3d,  1h,2f,  4,0,  0, ToG, 000000000000010
Inuit Defender,nil, 0,  1.,0,  4a,4d,  2h,1f,  3,0,  1, ToG, 000000000000000
Inuit Dogsledge,nil, 0,  1.,0,  0a,2d,  2h,1f, 6,0,  5, ToG, 000001000000000
Norw. Axemen,  nil, 0,  1.,0,  6a,2d,  2h,2f,  6,0,  0, Fli, 000000000000100
Ulfheonor,    nil, 0,  1.,0,  8a,2d,  2h,2f,  8,0,  0, Gen, 000000000000100
Berserk,      nil, 0,  1.,0,  9a,1d,  1h,3f,  8,0,  0,  FP, 000000000000100
Inuit Canoe,  nil, 2,  3.,0,  2a,1d,  1h,1f,  5,1,  4, ToG, 100000000101000
Algonkin Canoe,nil, 2, 3.,0,  2a,1d,  1h,1f,  5,1,  4, War, 100000000101000
Village,      nil, 0,  0.,1,  0a,7d,  2h,1f,100,0,  1, Eng, 000010000000000
Monk,         nil, 0,  1.,0,  0a,0d,  1h,1f, 12,0,  6, Wri, 000000000000010
Wood,         nil, 0,  0.,0,  0a,1d,  2h,2f, 60,0,  1, Eng, 000000000000000
Merchant,     nil, 0,  2.,0,  0a,2d,  1h,1f,  5,0,  7, Tra, 000000000000010
Hunter,       nil, 0,  3.,0,  7a,1d,  1h,2f,  4,0,  0, War, 000000000000001
Squaw,        nil, 0,  1.,0,  0a,1d,  2h,1f,  7,0,  5, War, 000000000000000
Archer,       nil, 0,  1.,0,  3a,5d,  2h,2f,  3,0,  1, War, 000000000000000
Warrior,      nil, 0,  1.,0,  6a,3d,  1h,3f,  4,1,  0, War, 000001000000010
Saxon Inf. Levy,nil, 0,  3.,0,  5a,2d,  1h,1f,  4,0,  1, Eng, 000000000000000
Norman Axemen,   NF, 0,  1.,0,  6a,4d,  1h,3f,  6,0,  1, Plu, 000000000000100
Norman Spearmen, NF, 0,  1.,0,  5a,5d,  2h,1f,  6,0,  1, Plu, 000010000000100
Norman Knight,   NF, 0,  2.,0, 12a,5d,  3h,2f, 12,0,  0, Plu, 000000000000000
Norman Lancemen, NF, 0,  3.,0,  9a,3d,  2h,2f, 10,0,  0, Plu, 000000000000000
Norman Nobles,   NF, 0,  2.,0,  8a,4d,  2h,1f,  9,0,  0, Plu, 000010000000000
Loth. Knight,   nil, 0,  2.,0, 11a,3d,  3h,1f, 10,0,  0, Ldr, 000000000000000
Slav Rebel,     nil, 0,  1.,0,  5a,5d,  3h,2f, 10,0,  1, Eng, 000010000000000
Saxon Horsemen,nil, 0,  3.,0,  6a,1d,  1h,2f,  5,0,  0,  X2, 000010000000000

;
; Note: the above 11 unit types (extra land, ship, air, and test units) are 
; available for user defined unit types.  If these units are given prerequisites
; other than "no" they will appear in the game when the specified
; technology is reached.  Use if you want to create your own unit types
; without sacrificing any of the predefined units.  Be sure to define
; the "role" field accurately, so that the computer will understand how
; to make use of the new units in its own civilizations.
;
; There is no requirement that the extra units be used to
; create exactly one of each type; you could create three
; ground units.  But the icons provided are for one of each.
; The 11 extra unit types have default icons provided by the game.
; To actually change the icons is a somewhat more difficult
; task.  The icons are stored in "UNITS.GIF".
;
; Sound effects for these 11 units may be added by providing
; CUSTOM1.WAV, CUSTOM2.WAV, and CUSTOM3.WAV for the extra units and
: Extra1.wav through extra8.wav for the 8 test units.  These should be
; 8-bit, mono, and sampled at 22050hz.
;
; Ideas:
;
; Hovercraft,   nil, 2,  8.,0,  0a,1d,  2h,2f,  7,1,  4, MP,  000000000000000
;


;
;  Terrain
;
;  Movecost, defense,   food, shields, trade,
;        . . .  Irrigate, bonus, #turns, ai-irrigate,
;        . . .  Mine,     bonus, #turns, ai-mine
;        . . .  Transform
;
;   defense = multiply by 50% to get % of normal combat factor defended at.
;       (so 3 x 50% = 150%, meaning a strength 2 unit defends at 3).
;
;  Irrigate/Mine = yes, no, or type of terrain changed to
;  Transform     = Terrain type engineers can transform to
;
;  bonus = # extra production from that change
;
;  turns = # turns for settler to make change
;
;  ai    = Minimum govt level necessary for
;          computer player to want to perform irrigate/mine
;        0 Never
;        1 Despotism
;        2 Monarchy
;        3 Communism
;        4 Fundamentalism
;        5 Republic
;        6 Democracy
;
@TERRAIN
Lavaflow,   2,1,  0,2,0,   no,  0, 0, 0,   yes, 1, 5,  1,  no,   ; Drt
Grassland,  1,2,  1,1,0,   yes, 1, 5, 1,   no,  0, 0,  0,  no,   ; Pln
Meadows,    1,2,  2,1,0,   yes, 1, 5, 2,   no,  0, 0,  0,  no,   ; Grs
Forest,     2,3,  1,2,0,   Pln, 0,10, 3,   no,  0, 0,  0,  no,   ; For
Hills,      3,4,  1,0,0,   yes, 1,10, 0,   yes, 3,10,  1,  no,   ; Hil
Mountains,  4,6,  0,1,0,   no,  0, 0, 0,   yes, 1,10,  2,  no,   ; Mou
Art. Tundra,2,2,  1,0,0,   no,  1, 0, 1,   no,  0, 0,  0,  no,   ; Tun
Glacier,    2,2,  0,0,0,   no,  0, 0, 0,   no,  0, 0,  0,  no,   ; Gla
Wooded Tundra, 2,2,  1,1,0,   no, 0, 0, 0,    no, 0, 0,  0,  no,   ; Swa
Conifer Trees, 2,3,  1,2,0,   Pln, 0,15, 3,   no, 0, 0,  0,  no,   ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Geysir,     2,1,  0,2,2,
Sheep,      1,2,  2,2,1,
Grassland,  1,2,  2,1,0,
Pheasant,   2,3,  3,2,0,
Silver,     3,4,  1,2,8,
Gold,       4,6,  0,1,9,
Icebears,   2,2,  3,1,2,
Walrus,     2,2,  1,1,5,
Rendier,    2,2,  2,2,4,
Mushrooms,  2,3,  3,2,2,
Fish,       1,2,  4,0,2,
Geysir,     1,2,  0,2,2,
Wheat,      1,2,  3,1,0,
Grassland,  1,2,  2,1,0,
Honey,      2,3,  3,2,3,
Wine,       2,4,  2,0,4,
Iron,       3,6,  0,6,0,
Furs,       1,2,  2,0,4,
Icebears,   2,2,  3,1,2,
Bleuberries,2,3,  2,0,1,
Grapes,     2,3,  3,0,2,
Whales,     1,2,  3,2,4,




@GOVERNMENTS
Civil War,      Warlord,     Warlord
Despotism,      Warlord,     Warlord
Monarchy,       King,        Queen
Empire,         Emperor,     Empress
Chiefdom,       Chief,       Chieftress
Republic,       Consul,      Consul
Democracy,      President,   President

;
;   Leaders
;
;   leader, female, color, style, plural, adjective, ...
;           ...attack, expand, civilize, ...
;           ...govt, male, female...<repeat>
;
;   female:     0 = male           1 = female
;
;   color:  Color set (1 - 7)
;   style:  City style (0 - 3)
;           0 = Bronze Age
;           1 = Classical
;           2 = Far East
;           3 = Medieval
;
;   attack:     1 = aggressive    -1 = rational
;   expand:     1 = expansionist  -1 = perfectionist
;   civilize:   1 = civilized     -1 = militaristic
;
;   govt = government type for name replacement (0 = Anarchy, 6 = Democracy)
;
;   male, female = titles for leader of government
;
@LEADERS
Caesar,       Livia,               0, 1, 1, Romans,      Roman,       0,  1,  1,
Hammurabi,    Ishtari,             0, 2, 0, Babylonians, Babylonian, -1, -1,  1,
Frederick,    Sissi,               1, 3, 3, Deutsche,    Deutsch,     1,  0, -1,
Ramesses,     Cleopatra,           1, 4, 0, Egyptians,   Egyptian,    0,  0,  1,
Abe Lincoln,  E. Roosevelt,        0, 5, 1, American,    American,    1,  1, -1,     1, Chief
Alexander,    Hippolyta,           1, 6, 1, Greeks,      Greek,       0,  1, -1,
Mohandas Gandhi,Indira Gandhi,     0, 7, 2, Indians,     Indian,     -1, -1,  0,
Lenin,        Catherine the Great, 1, 1, 3, Russians,    Russian,     1,  0, -1,
Shaka,        Shakala,             0, 2, 0, Zulus,       Zulu,        1,  0,  0,
Louis XIV,    Joan of Arc,         0, 3, 3, French,      French,      1,  1,  1,
Montezuma,    Nazca,               0, 4, 0, Aztecs,      Aztec,       0, -1,  1,
Big Feather,  Bora,                0, 5, 1, Algonkin,    Algonkin,    1,  1, -1,     1, Chief
Alfred the Great,Elizabeth I,      0, 6, 2, Anglo-Saxon, Anglo-Saxon, 0, -1,  0,     4, Lord Protector, Lady Protector
Otto I,       Bortei,              0, 7, 3, Germans,     German,      1,  1, -1,     
Cnut the Great,Boadicea,           0, 1, 2, Danes,       Danish,      1,  1, -1,     
Windy Ice,    Amaterasu,           0, 2, 0, Inuit,       Inuit,       0,  1,  0,     1, Chief
Harald Hardraada,Gunnhild,         0, 3, 2, Norwegians,  Norwegian,   1,  1, -1,     
Charlemagne,  Isabella,            0, 4, 3, Franks,      Frankish,    1,  0,  0,     4, Archbishop, Archbishop
Xerxes,       Scheherezade,        0, 5, 0, Persians,    Persian,     0, -1,  0,
Hannibal,     Dido,                0, 6, 1, Carthaginians, Carthaginian, 0,  0, -1,
Sitting Bull, Sacajawea,           0, 7, 0, Sioux,       Sioux,       0,  0,  0,

Saladin,    ...,     0, 5, Arabs,       Arab,        1,  0,  1,     4, Ayatollah, Ayatollah, 2, Sultan, Sultana
Atawallpa,  ...,     0, 1, Incas,       Inca,       -1,  1,  1,



;
;   Trading Commodities
;
@CARAVAN
Hides,
Falcons,
Wood,
Cloth,
Salt,
Amber,
Sklaves,
Whetstone,
Wax,
Jewellery,
Silver,
Soapstone,
Amber,
Gold,
Purple Dye,
Iron,


@ORDERS
Fortify,            F
Fortified,          F
Patrol,             S
Construct Fortress, F
Build Road,         R
Irrigate Farmland,  I
Build Mine,         m
Transform,          O
Clean Pollution,    p
Grant Marches,      E
Go to,              G


@DIFFICULTY
Chieftain
Warlord
Nobleman
Mayor
King
Emperor

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged













